Pogo is a 2D game engine for Flutter (Android, iOS) (web in beta) (desktop in alpha).
Pogo implements what I'm calling a "Pseudo Entity Component System" for lack of a better term. Pogo's Pseudo ECS is very similar to the design pattern of other game engines that are extremely popular for rapid game development. Pogo games are made entirely of game entities (a.k.a. game objects). Game entities are built with modular components that are easy to understand.
Why a Pseudo ECS instead of a more pure ECS? (1) I didn't see myself as having time to go that far into the ECS pattern; and (2) I believe this pattern is quicker to ramp up on while still being more than robust enough for any game written in Dart.
- Getting Started Guide 🔰 (further down on this page)
- Pogo Reference Documentation 📚
- The main example app (seen above) shows how the core features fit together
- Various other example apps demonstrate each component
Game | Android | iOS | macOS | Linux | Windows | Web |
---|---|---|---|---|---|---|
Pogo Bug | released | todo | beta | |||
example app | released |
Pogo was forked from Flame 0.18.1 and redesigned with the goal of making it twice as easy to understand and use. And... I believe I succeeded, with features like: game entities, better component design, intrinsic entity hierarchy, dynamic Z ordering, sensible sprite and animation components, fewer red herrings, and better docs.
All due credit to inu-no-policemen on Reddit and Luan Nico of Flame for setting up the core, which remains fairly unchanged. The rest of Flame, however, was showing growing pains, plus a reluctance to large changes in design. Thus, I launched a new project which will, hopefully, be more agile to needed change before version 1.0. Even at Pogo 0.0.1, just about everything above Flame's core was changed. I also added many new features critical to how I build games. See the first CHANGELOG entry for an overview of just how enormously different Pogo is from Flame.
Therefore, if you find a pre-release version of Pogo you like, lock it in, or be prepared for possible breaking changes. (Although, if I did a decent job with round one here, there shouldn't be any more major shifts in design coming -- just shifts isolated to parts still in need of refactoring. We'll see.)
The name, Pogo, comes from Pogo Bug -- the game I built this engine for. (Pogo Bug was originally written in QtQuick/QML but not released from that codebase due to Qt's difficult licensing issues.) Thus, this engine is tried and tested on my own small-but-complete game from day one. It took maybe 10x longer to work up this Flutter/Dart-based engine than to write the original Qt game. Judging by how quickly I then ported Pogo Bug to Pogo, versus how much trouble Flame was giving me, it seems Pogo was worth the effort. Pogo feels nearly as quick to build a game in as QtQuick was... and with better performance.
Hit me with a PR and I'll try to find time to engage it. No promises, but I'll try. Hopefully others will jump in and help. I pay close attention to naming and API consistency more so than code style -- code can be refactored without breaking things, naming and structure cannot.
There is still much to be done. I quickly hacked through some components from the previous engine that I didn't need at the moment, just to get them working. Thus, some components still need to be refactored to be more like the rest.
NinePatchComponent, ParallaxComponent, and ParticleComponent are some examples of things I just quick-hacked and saved for later. (See the Unreleased section in the changelog for a better TODO list.) Most things still work as Flame had them working, but they may not be fully "Pogo-ized" yet. I also haven't touched Box2D yet because Pogo Bug doesn't need it. (Another game of mine, GRITS Racing, uses Box2D heavily, so I should have the skills to work it in well when I get to it).
The core components I focused on the most are: SpriteComponent, AnimationComponent, and the gesture mixins. TextComponent got a pretty solid work over as well. These should be used as examples for how to refactor the rest.
What you need to know up front.
Add the pogo
package dependency to your project's pubspec.yaml
, for example (check your version number):
dependencies:
pogo: ^0.2.2
A single import is required in each source file to access all the core game engine objects, types, etc.:
import 'package:pogo/game_engine.dart';
All asset files are assumed to be found under the assets
folder. This is a limitation of at least one of the current plugins.
Furthermore, some subfolder defaults are set for certain asset types (the default can be changed with setSubPath()
if desired).
The default asset tree looks like this:
.
└── assets
├── audio
│ └── explosion.mp3
├── images
│ └── background.png
└── svgs
├── enemy.svg
└── player.svg
Also, you must list all asset files in your pubspec.yaml
file:
flutter:
assets:
- assets/audio/explosion.mp3
- assets/images/background.png
- assets/svgs/enemy.svg
- assets/svgs/player.svg
This also works if you want to include all files in a folder (note that you must list each subfolder you want to include):
flutter:
assets:
- assets/audio/
- assets/images/
- assets/svgs/
This is the recommended sequence of code to start a game (expect changes here as things evolve):
import 'package:pogo/game_engine.dart';
void main() async {
WidgetsFlutterBinding.ensureInitialized(); // required
await Screen.setFullScreen(); // mobile - not for web app use
await Screen.setPortrait(); // mobile - not for web app use
Camera.size = Size(135, 240); // default is native resolution
System.defaultPivot = Pivot.topLeft; // default default is center
System.defaultPaint.isAntiAlias = false; // low-res games will want this
GestureInitializer.detectTaps = true;
GestureInitializer.detectPans = true;
await Assets.audioCache.load("explosion.mp3"); // not for web app use
await Assets.rasterCache.load("background.png");
await Assets.svgCache.loadAll(["enemy.svg", "player.svg"], scale: 0.75);
runApp(Game().widget); // required
await Screen.waitForStartupSizing(); // required
MainEntity(); // you can name your startup entity whatever you like
}
class MainEntity extends GameEntity {
MainEntity() {}
}
Note that you must initialize all gestures here that will be used anywhere in your game. More on gestures below.
It is recommended to cache your assets (the ones that currently can be cached). It is not required to cache them your main()
but this is a good place to do it for simple games. More complex games will want to use the cache features to load and clear assets.
More game engine details here.
A Pogo game is made entirely of game entities (from the GameEntity class). An entity can be a sprite, a bullet, a container or parent to other entities (such as a scene, menu, or complex player), or whatever you need it to be.
Every game entity has:
- a transform:
position
,zOrder
,rotation
, andscale
- hierarchy connectors:
parent
and_children[]
- the core
update()
method - an
enabled
property and a few other features
Game entities are made up of components. Some components are built into the entity (such as position/movable), some are added through mixins (such as the TapDetector mixin), and some are added by calling component classes (such as SpriteComponent).
Class-type components typically come with an update()
or a render()
method (or both) that must be called from the game entity's own update()
in order for them to work.
Note: I may choose to someday automatically register component
update()
andrender()
methods so you don't have to call them explicitly... but not today.
The construction of a simple entity looks like this:
class Player extends GameEntity with {
SpriteComponent playerSprite;
Player(Vector2 position, int zOrder) {
playerSprite = SpriteComponent.fromSvgCache("player.svg");
this.position = position;
this.zOrder = zOrder;
}
@override
void update() {
postition.x += 10 * Time.deltaTime;
// Don't forget to render your visible components after updating them.
playerSprite.render();
}
}
Note the paradigm here that is typical to many game engines: you transform the entity and not the component. Also, components can have size properties, whereas entities only have scale. Components can have a pivot property, whereas entities have position and rotation. (Warning: Not all objects from Flame have been updated to this paradigm yet.)
Regarding the above paradigm, it is therefore unusual to have multiple components of a the same type in a single entity. For example, an entity will not typically have more than one sprite component unless you have images that should be composed, such as a border image and a content image or animation. Entities that use multiple images that need to move independent of each other should instead create a child entity for each part.
Any entity can be a parent to other entities. The transform (position, scale, etc.) of child entities are then relative to the parent. That is, they move with the parent.
Note that just because an entity (such as a scene) instantiates another entity, this does not automatically make it a child of that entity. The parent/child relationship must be set explicitly. This is done by either setting the parent
property or by calling addChild()
.
The construction of a simple entity with children looks like this:
class Player extends GameEntity with {
SpriteComponent playerSprite;
GameEntity rightHand;
GameEntity leftHand;
Hat hat;
Player(Vector2 position, int zOrder) {
playerSprite = SpriteComponent.fromSvgCache("player.svg");
this.position = position;
this.zOrder = zOrder;
// Instantiate and add children.
rightHand = Sword(Vecter2(10, 0), 1);
leftHand = Saber(Vecter2(-10, 0), 1);
addChild(rightHand);
addChild(leftHand);
// Another way to add a child.
hat = Hat(Vecter2.zero(), -1, parent: this);
}
...
}
Gesture recognition is added to entities through mixins such as TapDetector and PanDetector. Note that the GestureArea mixin is also required for most gesture-detector mixins.
Remember to first initialize any needed gestures in your main()
. See the example above.
The construction of a simple tappable entity looks like this:
class Enemy extends GameEntity with GestureArea, TapDetector {
SpriteComponent enemySprite;
Enemy(Vector2 position, int zOrder) {
enemySprite = SpriteComponent.fromSvgCache("enemy.svg");
this.position = position;
this.zOrder = zOrder;
gestureAreaSize = enemySprite.frameSize;
}
@override
void update() {
postition.x += 10 * Time.deltaTime;
enemySprite.render();
}
@override
void onTapDown(TapDownDetails details) {
doSomething();
}
@override
void onTapUp(TapUpDetails details) {}
@override
void onTapCancel() {}
}
Prefabricated entities (prefabs) are helper classes for creating one-time-use entities quickly -- that is to say, you don't need to make a custom class for every object in your game. Prefabs are also useful for prototyping and other quick work.
Most class-type components come with a prefab for instantiating just that component. There are no prefabs that recognize gestures.
A very simple use of the SpritePrefab looks like this:
class SomeScene extends GameEntity {
GameEntity bg;
SomeScene() {
bg = SpritePrefab(SpriteComponent.fromRasterCache("background.png"), zOrder: 1000);
}
}
There currently is no automatic cleanup of out-of-scope entities. Therefore, be sure to call destroy()
on all entities when you are done with them. Thus, it is a good idea to keep a reference variable to at least every parent entity you instantiate. destroy()
is the only way to remove an entity from the update loop (and, hopefully, allow Dart to then garbage collect it).
If you destroy()
a parent, all the children will be automatically destroyed for you. If you don't want to destroy a child, detach it first with removeChild()
or by setting the child's parent
property to null. Thus, you might find yourself creating parent entities whose only purpose it to make scene destruction easy.
(TODO: Think through parenting and destruction more.)
- inu-no-policemen's post on Reddit.
- Luan Nico and all the contributors to the Flame project.